/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "ScriptPCH.h"
#include "halls_of_reflection.h"

enum Yells
{
    SAY_AGGRO                                     = -1668050,
    SAY_SLAY_1                                    = -1668051,
    SAY_SLAY_2                                    = -1668052,
    SAY_DEATH                                     = -1668053,
    SAY_IMPENDING_DESPAIR                         = -1668054,
    SAY_DEFILING_HORROR                           = -1668055,
};

enum Spells
{
    SPELL_QUIVERING_STRIKE                        = 72422,
    SPELL_IMPENDING_DESPAIR                       = 72426,
    SPELL_DEFILING_HORROR                         = 72435,
    SPELL_HOPELESSNESS                            = 72395,
    H_SPELL_HOPELESSNESS                          = 72390, // TODO: not in dbc. Add in DB.
};

enum Events
{
    EVENT_NONE,
    EVENT_QUIVERING_STRIKE,
    EVENT_IMPENDING_DESPAIR,
    EVENT_DEFILING_HORROR,
};

class boss_falric : public CreatureScript
{
public:
    boss_falric() : CreatureScript("boss_falric") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_falricAI(pCreature);
    }

    struct boss_falricAI : public boss_horAI
    {
        boss_falricAI(Creature *pCreature) : boss_horAI(pCreature) { }

        uint8 uiHopelessnessCount;

        void Reset()
        {
            boss_horAI::Reset();

            uiHopelessnessCount = 0;

            if (pInstance)
                pInstance->SetData(DATA_FALRIC_EVENT, NOT_STARTED);
        }

        void EnterCombat(Unit* /*who*/)
        {
            DoScriptText(SAY_AGGRO, me);
            if (pInstance)
                pInstance->SetData(DATA_FALRIC_EVENT, IN_PROGRESS);

            events.ScheduleEvent(EVENT_QUIVERING_STRIKE, 23000);
            events.ScheduleEvent(EVENT_IMPENDING_DESPAIR, 9000);
            events.ScheduleEvent(EVENT_DEFILING_HORROR, urand(25000,45000)); // TODO adjust timer.
        }

        void JustDied(Unit* /*killer*/)
        {
            DoScriptText(SAY_DEATH, me);

            if (pInstance)
                pInstance->SetData(DATA_FALRIC_EVENT, DONE);
        }

        void KilledUnit(Unit * /*victim*/)
        {
            DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2), me);
        }

        void UpdateAI(const uint32 diff)
        {
            // Return since we have no target
            if (!UpdateVictim())
                return;

            events.Update(diff);

            if (me->hasUnitState(UNIT_STAT_CASTING))
                return;

            switch (events.ExecuteEvent())
            {
                case EVENT_QUIVERING_STRIKE:
                    DoCast(SPELL_QUIVERING_STRIKE);
                    events.ScheduleEvent(EVENT_QUIVERING_STRIKE, 10000);
                    break;
                case EVENT_IMPENDING_DESPAIR:
                    if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM))
                    {
                        DoScriptText(SAY_IMPENDING_DESPAIR, me);
                        DoCast(pTarget, SPELL_IMPENDING_DESPAIR);
                    }
                    events.ScheduleEvent(EVENT_IMPENDING_DESPAIR, 13000);
                    break;
                case EVENT_DEFILING_HORROR:
                    DoCast(SPELL_DEFILING_HORROR);
                    events.ScheduleEvent(EVENT_DEFILING_HORROR, urand(25000,45000)); // TODO adjust timer.
                    break;
            }

            if ((uiHopelessnessCount < 1 && HealthBelowPct(66))
                || (uiHopelessnessCount < 2 && HealthBelowPct(33))
                || (uiHopelessnessCount < 3 && HealthBelowPct(10)))
            {
                uiHopelessnessCount++;
                DoCast(DUNGEON_MODE(SPELL_HOPELESSNESS,H_SPELL_HOPELESSNESS));
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_falric()
{
    new boss_falric();
}
